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Effect of Computer Based Video Games on Children: An Experimental Study

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Effect of Computer Based Video Games on Children: An Experimental Study
Chuang, T.-Y., & Chen, W.-F. (2009). Effect of Computer-Based Video Games on Children: An Experimental Study.
Educational Technology & Society, 12 (2), 1–10.

Effect of Computer-Based Video Games on Children: An Experimental Study
Tsung-Yen Chuang1 and Wei-Fan Chen2

1

Information and Learning Technology, National University of Tainan, 33, Sec. 2, Shu-Lin St. Tainan, Taiwan 700 // chuangyen@mail.nutn.edu.tw // Tel: +886-6-2133111 Ext: 940
2
Information Sciences and Technology, The Pennsylvania State University, 03 Bell Atlantic Center for Technology,
Lehman, PA 18627, USA // weifan@psu.edu // Tel: +1-570-675-9142

ABSTRACT
This experimental study investigated whether computer-based video games facilitate children’s cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children’s learning achievement. One major research null hypothesis was tested: there are no statistically significant differences in students’ achievement when they receive two different instructional treatments: (1) traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from a middle/high socio-economic standard school district in Taiwan participated in the study. Results indicate that computer-based video game playing not only improves participants’ fact/recall processes (F = 5.288, p < .05), but also promotes problem-solving skills by recognizing multiple solutions for problems (F = 5.656, p < .05).

Keywords
Game learning, Play theory, Cognitive processes, Educational technology

Introduction
The use of multimedia in education has significantly changed people’s learning processes. Results from a number of research studies indicate that appropriately designed multimedia instruction enhances students’ learning performance in science, mathematics, and literacy (Gee, 2003). Previous studies indicate that



References: Begg, M., Dewhurst, D., & Macleod, H. (2005). Game-informed learning: Applying computer game processes to higher education Funk, J. B. (2001). Children and violent video games: Are there “high risk” players? Retrieved January 20, 2009, from http://culturalpolicy.uchicago.edu/conf2001/papers/funk1.html. Garson, G. D. (2005). Multivariate GLM, MANOVA, and MANCOVA, Unpublished manuscript, North Carolina State University Gee, J. P. (2003). What video games have to teach us about learning and literacy (1st Ed.), New York: Palgrave Macmillan. Johnson, J. E., Christie, J. F., & Yawkey, T. D. (1999). Play and early childhood development (2nd Ed.), New York: Longman. Lisi, R. D., & Wolford, J. L. (2002). Improving chidren’s mental rotation accuracy with computer game playing. The Journal of Genetic Psychology, 163 (3), 272–282. McDevitt, T. M., & Ormrod, J. E. (2004). Child development: Educating and working with children and adolescents (2nd Ed.), Upper Saddle River, NJ: Pearson/Merrill Prentice Hall. Mizuko, I. (1997). Interactive media for play: Kids’ computer games and the productions of everyday life, Unpublished doctoral thesis, Stanford University, USA. Pillay, H. (2002). An investigation of cognitive processes engaged in by recreational computer game players: Implications for skills for the future Provenzo, E. F. (1991). Video kids: Making sense of Nintendo, Cambridge, MA: Harvard University Press. Rideout, V. J., Vandewater, E. A., & Wartella, E. A. (2003). Zero to six: Electronic media in the lives of infants, toddlers and preschoolers Squire, K. (2003). Video games in education. Journal of Intelligent Simulations and Gaming (2) 1. Retrieved February 23, 2009,from http://website.education.wisc.edu/kdsquire/tenure-files/39-squire-IJIS.pdf. Tabachnick, B. G., & Fidell, L. S. (2001). Using multivariate statistics (4th Ed.), Boston, MA: Allyn and Bacon. Tzeng, S.-C. (1999). Optimizing challenges and skills in the design of an educational computer game and exploring adolescents’ gaming beliefs, Unpublished PhD thesis, University of Georgia, USA. Vaupel, C. A. (2002). The effects of video game playing on academic task performance and brain wave activity, Unpublished PhD thesis, The University of Tennessee, USA. Yoder, E. P. (2002). Basic multivariate analysis of variance, The Pennsylvania State University at State College, USA.

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